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Bugfix: consider player walking while using map shader + example: sno…
…w shader
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,25 @@ | ||
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varying vec2 v_TexCoord; | ||
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uniform vec4 u_Color; | ||
uniform sampler2D u_Tex0; | ||
uniform sampler2D u_Tex1; | ||
uniform float u_Time; | ||
uniform vec2 u_WalkOffset; | ||
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vec2 snowDirection = vec2(1.0, 0.2); | ||
float snowSpeed = 0.08; | ||
float snowPressure = 0.4; | ||
float snowZoom = 0.6; | ||
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void main() | ||
{ | ||
gl_FragColor = texture2D(u_Tex0, v_TexCoord) * u_Color; | ||
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vec2 snowCoord = (v_TexCoord + vec2(u_WalkOffset.x, u_WalkOffset.y) + (snowDirection * u_Time * snowSpeed)) / snowZoom; | ||
vec4 effectPixel = texture2D(u_Tex1, snowCoord) * snowPressure; | ||
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gl_FragColor += (effectPixel.rgba); | ||
if(gl_FragColor.a < 0.01) | ||
discard; | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,19 @@ | ||
attribute vec2 a_TexCoord; | ||
attribute vec2 a_Vertex; | ||
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varying vec2 v_TexCoord; | ||
varying vec2 v_TexCoord2; | ||
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uniform mat3 u_TextureMatrix; | ||
uniform mat3 u_TransformMatrix; | ||
uniform mat3 u_ProjectionMatrix; | ||
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uniform vec2 u_Offset; | ||
uniform vec2 u_Center; | ||
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void main() | ||
{ | ||
gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0); | ||
v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy; | ||
} | ||
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